#version 300 es
layout (location = 0) in vec4 aPosition;
layout (location = 1) in vec2 aTextureCoord;
uniform mat4 mvpMatrix;
out vec2 vTexCoord;
void main() {
    gl_Position  = mvpMatrix * aPosition;
    vTexCoord = aTextureCoord;
}

//precision mediump float;
//uniform sampler2D uTextureUnit;
//varying vec2 vTexCoord;
//void main() {
//     gl_FragColor = texture2D(uTextureUnit, vTexCoord);
//}